using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace SunshineFarmWord
{
    // 钓鱼数据
    [Serializable]
    public class PlayerFishingData
    {
        //钓鱼状态枚举
        public enum PlayerFishingStateEnum
        {
            // 开始钓鱼
            CASTING,
            // 钓鱼中等待
            WAITING,
            // 钓鱼中收线
            REELING,
            // 结束钓鱼
            CAUGHT
        }
        [field: SerializeField, Tooltip("状态枚举")]

        public PlayerFishingStateEnum CurrentState { get; set; } = PlayerFishingStateEnum.CASTING;

        [field: SerializeField, Tooltip("是否持续钓鱼")]
        public bool IsFishingSustain { get; set; } = true;

        //[field: SerializeField, Tooltip("等待鱼上钩的时间-秒")]
        public float FishWaitTime { get; set; } = 3f;
        [field: SerializeField, Tooltip("等待鱼上钩的最小时间-秒")]
        public float FishWaitTimeMin { get; set; } = 5f;
        [field: SerializeField, Tooltip("等待鱼上钩的最大时间-秒")]
        public float FishWaitTimeMax { get; set; } = 10f;

        [field: SerializeField, Tooltip("是否鱼上钩")]
        public bool IsFishCaught { get; set; } = false;

        public float FishReelingTime { get; set; } = 0f;

        [field: SerializeField, Tooltip("鱼上钩的最小时间-秒")]
        public float FishReelingTimeMin { get; set; } = 5f;

        [field: SerializeField, Tooltip("鱼上钩的最大时间-秒")]
        public float FishReelingTimeMax { get; set; } = 10f;

        // 拉鱼竿的数据
        public float FishReelingCountDown { get; set; } = 0f;

        [field: SerializeField, Tooltip("鱼上钩时交互进度条增加的数值")]
        public float FishReelingAddNumber { get; set; } = 1.5f;

        //[field: SerializeField, Tooltip("是否钓上鱼来")] //false 鱼跑了
        public bool CaughtItFish { get; set; } = false;

    }
}
